Implement drawing HWWall portals using the level mesh and occlusion queries
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47f17b1c03
commit
86ac07f2f8
11 changed files with 141 additions and 32 deletions
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@ -63,6 +63,7 @@ void DoomLevelSubmesh::UpdateDynamic(FLevelLocals& doomMap, int lightmapStartInd
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void DoomLevelSubmesh::Reset()
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{
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Surfaces.Clear();
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WallPortals.Clear();
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MeshVertices.Clear();
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MeshElements.Clear();
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MeshSurfaceIndexes.Clear();
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@ -168,6 +169,11 @@ void DoomLevelSubmesh::CreateStaticSurfaces(FLevelLocals& doomMap)
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surf.PipelineID = pipelineID;
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Surfaces.Push(surf);
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}
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for (const HWWall& portal : result.portals)
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{
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WallPortals.Push(portal);
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}
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}
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// Create surfaces for all flats
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@ -2,6 +2,7 @@
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#pragma once
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#include "hw_levelmesh.h"
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#include "scene/hw_drawstructs.h"
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#include "tarray.h"
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#include "vectors.h"
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#include "r_defs.h"
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@ -14,16 +15,6 @@ typedef dp::rect_pack::RectPacker<int> RectPacker;
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struct FLevelLocals;
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struct FPolyObj;
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enum DoomLevelMeshSurfaceType
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{
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ST_NONE,
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ST_MIDDLESIDE,
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ST_UPPERSIDE,
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ST_LOWERSIDE,
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ST_CEILING,
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ST_FLOOR
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};
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struct DoomLevelMeshSurface : public LevelMeshSurface
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{
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DoomLevelMeshSurfaceType Type = ST_NONE;
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@ -58,6 +49,8 @@ public:
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TArray<std::unique_ptr<DoomLevelMeshSurface*[]>> PolyLMSurfaces;
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TArray<HWWall> WallPortals;
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private:
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void Reset();
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void BuildSectorGroups(const FLevelLocals& doomMap);
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@ -35,6 +35,7 @@
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#include "hw_renderstate.h"
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#include "hw_drawinfo.h"
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#include "hw_drawcontext.h"
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#include "hw_walldispatcher.h"
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#include "po_man.h"
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#include "models.h"
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#include "hw_clock.h"
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@ -403,21 +404,59 @@ void HWDrawInfo::CreateScene(bool drawpsprites, FRenderState& state)
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if (gl_levelmesh)
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{
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// To do:
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// 1) draw level into depth buffer
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// 2) use occlusion queries on all portals in level to decide which are visible
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// 3) draw opaque level so the GPU has something to do while we examine the query results
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// 4) retrieve the query results and use them to fill the portal manager with portals
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//
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// Give the DrawInfo the viewpoint in fixed point because that's what the nodes are.
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viewx = FLOAT2FIXED(Viewpoint.Pos.X);
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viewy = FLOAT2FIXED(Viewpoint.Pos.Y);
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validcount++; // used for processing sidedefs only once by the renderer.
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auto& wallPortals = static_cast<DoomLevelSubmesh*>(level.levelMesh->StaticMesh.get())->WallPortals;
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// draw level into depth buffer
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state.DrawLevelMeshDepthPass();
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// for (HWWall& wall : PortalWalls) { state.BeginQuery(); wall.Draw(state); state.EndQuery(); }
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// for (HWFlat& flat : PortalFlats) { state.BeginQuery(); flat.Draw(state); state.EndQuery(); }
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// use occlusion queries on all portals in level to decide which are visible
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int queryStart = state.GetNextQueryIndex();
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state.SetColorMask(false);
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state.SetDepthMask(false);
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state.EnableTexture(false);
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state.SetEffect(EFF_FOGBOUNDARY);
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state.AlphaFunc(Alpha_GEqual, 0.f);
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for (HWWall& wall : wallPortals)
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{
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state.BeginQuery();
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wall.MakeVertices(state, false);
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wall.RenderWall(state, HWWall::RWF_BLANK);
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wall.vertcount = 0;
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state.EndQuery();
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}
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state.SetEffect(EFF_NONE);
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state.EnableTexture(true);
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state.SetColorMask(true);
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state.SetDepthMask(true);
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int queryEnd = state.GetNextQueryIndex();
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// draw opaque level so the GPU has something to do while we examine the query results
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state.DrawLevelMeshOpaquePass();
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state.GetQueryResults(QueryResultsBuffer);
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// retrieve the query results and use them to fill the portal manager with portals
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state.GetQueryResults(queryStart, queryEnd - queryStart, QueryResultsBuffer);
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for (unsigned int i = 0, count = QueryResultsBuffer.Size(); i < count; i++)
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{
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bool portalVisible = QueryResultsBuffer[i];
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if (portalVisible)
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{
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PutWallPortal(wallPortals[i], state);
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}
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}
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// Process all the sprites on the current portal's back side which touch the portal.
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if (mCurrentPortal != nullptr) mCurrentPortal->RenderAttached(this, state);
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if (drawpsprites)
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PreparePlayerSprites(Viewpoint.sector, in_area, state);
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}
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else
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{
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@ -447,6 +486,34 @@ void HWDrawInfo::CreateScene(bool drawpsprites, FRenderState& state)
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}
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void HWDrawInfo::PutWallPortal(HWWall wall, FRenderState& state)
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{
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HWWallDispatcher ddi(this);
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int portaltype = wall.portaltype;
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int portalplane = wall.portalplane;
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HWSkyInfo skyinfo;
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if (portaltype == PORTALTYPE_SKY)
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{
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skyinfo.init(this, wall.frontsector->sky, wall.Colormap.FadeColor);
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wall.sky = &skyinfo;
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}
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else if (portaltype == PORTALTYPE_SECTORSTACK)
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{
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if (screen->instack[1 - portalplane])
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return;
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}
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else if (portaltype == PORTALTYPE_PLANEMIRROR)
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{
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auto vpz = Viewpoint.Pos.Z;
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if ((portalplane == sector_t::ceiling && vpz > wall.frontsector->ceilingplane.fD()) || (portalplane == sector_t::floor && vpz < -wall.frontsector->floorplane.fD()))
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return;
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wall.planemirror = (portalplane == sector_t::ceiling) ? &wall.frontsector->ceilingplane : &wall.frontsector->floorplane;
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}
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wall.PutPortal(&ddi, state, portaltype, portalplane);
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}
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void HWDrawInfo::UpdateLightmaps()
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{
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if (!outer && VisibleSurfaces.Size() < unsigned(lm_background_updates))
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@ -850,7 +917,7 @@ void HWDrawInfo::DrawScene(int drawmode, FRenderState& state)
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}
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state.SetDepthMask(true);
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if (!gl_no_skyclear) drawctx->portalState.RenderFirstSkyPortal(recursion, this, state);
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if (!gl_no_skyclear && !gl_levelmesh) drawctx->portalState.RenderFirstSkyPortal(recursion, this, state);
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RenderScene(state);
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@ -262,6 +262,7 @@ public:
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void DrawScene(int drawmode, FRenderState& state);
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void CreateScene(bool drawpsprites, FRenderState& state);
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void PutWallPortal(HWWall wall, FRenderState& state);
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void RenderScene(FRenderState &state);
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void RenderTranslucent(FRenderState &state);
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void RenderPortal(HWPortal *p, FRenderState &state, bool usestencil);
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@ -8,7 +8,6 @@
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#include "renderstyle.h"
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#include "textures.h"
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#include "r_data/colormaps.h"
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#include "doom_levelmesh.h"
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#ifdef _MSC_VER
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#pragma warning(disable:4244)
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@ -33,6 +32,7 @@ struct HWDecal;
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struct FSection;
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enum area_t : int;
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class HWDrawContext;
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class DoomLevelMeshSurface;
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enum HWRenderStyle
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{
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@ -67,6 +67,16 @@ enum PortalTypes
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PORTALTYPE_LINETOLINE,
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};
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enum DoomLevelMeshSurfaceType
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{
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ST_NONE,
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ST_MIDDLESIDE,
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ST_UPPERSIDE,
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ST_LOWERSIDE,
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ST_CEILING,
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ST_FLOOR
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};
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//==========================================================================
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//
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// One sector plane, still in fixed point
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@ -126,9 +126,9 @@ void HWWall::SkyPlane(HWWallDispatcher *di, FRenderState& state, sector_t *secto
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{
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HWSkyInfo skyinfo;
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skyinfo.init(di->di, sector->sky, Colormap.FadeColor);
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ptype = PORTALTYPE_SKY;
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sky = &skyinfo;
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}
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ptype = PORTALTYPE_SKY;
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PutPortal(di, state, ptype, plane);
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}
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else if (sportal != nullptr)
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